using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace AppliedForcesSimulator {

	public class Game1 : Microsoft.Xna.Framework.Game {
		GraphicsDeviceManager graphics;
		SpriteBatch spriteBatch;

		public Game1() {
			graphics = new GraphicsDeviceManager(this);
			Content.RootDirectory = "Content";
		}


		protected override void Initialize() {
			// TODO: Add your initialization logic here

			base.Initialize();
		}


		protected override void LoadContent() {
			// Create a new SpriteBatch, which can be used to draw textures.
			spriteBatch = new SpriteBatch(GraphicsDevice);

			// TODO: use this.Content to load your game content here
		}


		protected override void UnloadContent() {
			// TODO: Unload any non ContentManager content here
		}


		protected override void Update(GameTime gameTime) {

			if (Keyboard.GetState().IsKeyDown(Keys.Escape)) {
				Exit();
			}

			// TODO: Add your update logic here

			base.Update(gameTime);
		}


		protected override void Draw(GameTime gameTime) {
			GraphicsDevice.Clear(Color.CornflowerBlue);

			// TODO: Add your drawing code here

			base.Draw(gameTime);
		}
	}
}
